Mario Kart 64/Triple Green Shell

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Introduction

The Triple Green Shell (also colloquially referred to as "Triple Greens") is a runner-up item that serves as the multiplied counterpart of the Green Shell.

It features most of the strengths and weaknesses that its singular counterpart has, but sacrifices some level of accuracy alongside its ability to be backshot for what is essentially stronger defence and offence overall.

Gameplay

Probabilities

Mode 1st 2nd 3rd 4th 5th 6th 7th 8th
2 Player GP 5% 10% 10% /// /// /// /// ///
3 Player VS /// 10% /// ///
4 Player VS /// 10% 5% /// ///
Battle 20%

Overview

Strengths Weaknesses
  • Battle Pool: You have one chance out of five to get Triple Greens in Battle Mode, which makes it fairly consistent to collect, and therefore strategize around.
  • Decent Damage: Hitting this item will cause the target to repeatedly bounce on the floor, which makes it harder to recoup through Triple Tapping as a result of it.
  • Radius Protection: Three circling projectiles that actively protects its user makes for a solid source of defence that forces opponents nearby to respect your presence.
  • Shotgun Firing: Firing it in rapid succession means you can cover a wider radius for the intended target to get hit by, despite its lesser accuracy compared to its single variant.
  • Touch of Death: In Battle Mode, approaching an opponent with Triple Greens means you can easily take off a balloon, which can then amount to a potentially inescapable situation that can bring a target down to no balloons if executed correctly, thus making this item potentially one of the strongest available in this format.
  • Inconsistent VS. Pool: 2nd place is the only ranking that lets you get this item semi-consistently, but even then, its lower pooling rate paired with a fringe range of standings to potentially roll this item means that Triple Greens are, in turn, surprisingly scarce outside of Battle Mode.
  • Somewhat Unsafe: Greens can be potentially outpaced with the use of a Mushroom, or easily ricochet against walls to the point of crossing paths with its original user, which can potentially make it a detriment if the item ends up backfiring instead.
  • Triple Reliance: Losing merely one shell means having the potential to be exposed to nearby projectiles, which may surprisingly make a Triple Green less consistent at protecting than its single variant would, despite being technically more powerful.
  • No Backshot: Unlike its singular Green counterpart, Triple Greens can't be fired backwards, which also carries the side effect of making this item much riskier to fire against walls since the chances of getting backfired by your own projectile are higher than average.


Movelist

Shell Throw ● Frontal projectile that ricochet off walls for trapping potential.
● Somewhat faulty accuracy when compared to its singular counterpart.
● Has the potential to be rapid-fired for added pressure.
● Travel speed is much slower than in later instalments, to the point that the user can catch up with their own Green Shell when using a Mushroom, which makes it relatively unsafe to use on a whim.
Z (When Active)
Shell Deploy ● Initially a strong safety option since it protects the user in a small radius around them.
● Easily forces respect as well due to its wider coverage.
● Projectiles can potentially phase through this item's defence, even with three active shells. The risk for getting punished is highly increased once the wielder loses one or two shells.
Z (When Stored)


Mario Kart 64
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